Water Transparent FallOff - help!

Hello to all.

As the title suggests, I would like some help with the following material:


I’m trying to create a material water where i can control the muddy according to its depth. For create it, I have used the “Volume Absorbiition” shader (recommended from help of Blender). I tried to add a falloff material to control the surface transparency but I’ve more problem.
Basically I want to control the falloff in the z axis (depth) of the material so that it appears transparent (or slightly) in surface and deep muddy.


So the question is: where I’m wrong in the material construction? Can someone help me understand?

Thanks in advance for any help :slight_smile:

your shader is a bit strange. try to keep it simple, just adding what really works:


Thanks Secrop for your quick response! :slight_smile:

Your example (thanks for the tip on the caustic with Light Path) is was my starting point for the creation of the material. Something I really need is a transparency based on falloff. For example (no real image):


As you will notice, the ball edges are blurred to get up to transparency, here’s why I used a map Normal/Fresnel/Coloramp (falloff?). How do I get to a result like the picture?

Thanks for support!

Edit: the strange value for Bup map is wanted to exaggerate the effect

the glass shader already does this for you. that’s why there is an IOR socket.

if you want to create a new glass shader from scratch, then you’ll need to use the fresnel function to separate reflection rays from refracted rays.

I know what creates the IOR in the material Glass, but it does not create what I try to do. Could you give me an example or give a link where I can see your advice for separate reflection rays from refracted rays in material using fresnel?

Thanks again!

here’s the how the glass shader is inside:


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Thanks again Secrop for this important information (+1)!! Now I try it with your advice and see what happens :smiley: I’ll know soon!!